
On systems with sufficient memory and graphic cards, Viewport 2.0 provides large scene performance optimization and higher quality lighting and shaders. It allows for high interactivity: you can tumble complex scenes with many objects as well as large objects with heavy geometry.
To switch to Viewport 2.0, select Renderer > Viewport 2.0 from the Panel Menus.
Viewport 2.0 supports the following features.
Follow these links to navigate to the section of interest:
 component Isolate Select
 component Isolate Select 
                   Env Textures viewport manipulators
 Env Textures viewport manipulators 
                   crack free tessellated displacement for DX11/HLSL shaders
 crack free tessellated displacement for DX11/HLSL shaders 
                   buttons available in the Panel toolbar that allows you to conveniently switch to the Viewport 2.0 renderer, as well as to toggle on and off on-screen effects (screen
                     space ambient occlusion, motion blur, multisample anti-aliasing, and depth of field)
 buttons available in the Panel toolbar that allows you to conveniently switch to the Viewport 2.0 renderer, as well as to toggle on and off on-screen effects (screen
                     space ambient occlusion, motion blur, multisample anti-aliasing, and depth of field) 
                   thick lines support via Windows > Settings/Preferences > Preferences > Display > View > Line Width for both solid and dashed lines
 thick lines support via Windows > Settings/Preferences > Preferences > Display > View > Line Width for both solid and dashed lines 
                   color preferences can be set via Window > Settings/Preferences > Color Settings
 color preferences can be set via Window > Settings/Preferences > Color Settings 
                     limitation: color preferences for deformers and dynamics are not supported
 Windows > Settings/Preferences > Preferences > Display > View > Wireframe on shaded > None mode is supported
 Windows > Settings/Preferences > Preferences > Display > View > Wireframe on shaded > None mode is supported 
                   crease edge pre-selection
 crease edge pre-selection  
                         influence color and color set support on vertex points
 influence color and color set support on vertex points 
                         Display Alpha As Grey Scale (under Shape node > Mesh Controls) supported
 Display Alpha As Grey Scale (under Shape node > Mesh Controls) supported  displaying hard edges in customized colors
 displaying hard edges in customized colors 
                         backface culling
 backface culling 
                            
                         support for symbols: box, U, and V
 support for symbols: box, U, and V 
                               per Surface Patch shading, including per-patch shading for trim surfaces
 per Surface Patch shading, including per-patch shading for trim surfaces 
                         false color support for Soft Selection , Soft Modification and skin weights
 false color support for Soft Selection , Soft Modification and skin weights 
                         trim surfaces
 trim surfaces  Trim Edge selection of surfaces
Trim Edge selection of surfaces 
                         UV projection
 UV projection 
                         NURBS tessellation support provided by ARUBA technology
 NURBS tessellation support provided by ARUBA technology 
                           This technology provides improved performance, especially for the support of trimmed surfaces.
 texture placement
 texture placement 
                   visualization of single channel connections. For example, if you have a triple attribute such as OutColor, and you connect
                     one of the three channels, such as OutColorR, to another, you can visualize the update in Viewport 2.0
 visualization of single channel connections. For example, if you have a triple attribute such as OutColor, and you connect
                     one of the three channels, such as OutColorR, to another, you can visualize the update in Viewport 2.0 
                   improved texture filtering
 improved texture filtering 
                   display of normal maps for Maya shaders in left-handed and right-handed tangent space (Tangent Space > Coordinate System under shape node)
 display of normal maps for Maya shaders in left-handed and right-handed tangent space (Tangent Space > Coordinate System under shape node)  
                   HLSL shaders with DirectX 11
 HLSL shaders with DirectX 11  
  Snow texture
 Snow texture 
                         
 approximated mental ray shader support:
 
  to visualize your changes.
 to visualize your changes. 
                                    In Viewport 2.0, if an object does not have a shader assigned, the object appears shaded in the scene view with a green color. This behavior is different from that of the default viewport, in which the object appears in the scene view as a wireframe. Viewport 2.0 thus alerts you of any missing shader problems.
If a shading network error occurs, the object appears shaded in the scene view with a red color.
For ambient lights, only a single non-directional ambient light is supported.
 Casts shadows and Receive shadows supported for geometry
Casts shadows and Receive shadows supported for geometry 
                   
 
               For more information regarding API support for Viewport 2.0, see the API Guide at http://www.autodesk.com/me-sdk-docs.
 OpenGL and DirectX11 modes support Alembic-based cache files created by the Alembic Cache (AbcExport and AbcImport) and GPU
                  Cache (gpuCache) plug-ins.
OpenGL and DirectX11 modes support Alembic-based cache files created by the Alembic Cache (AbcExport and AbcImport) and GPU
                  Cache (gpuCache) plug-ins. 
               
 improved heads up display performance (including manipulators and other UI elements)
 improved heads up display performance (including manipulators and other UI elements)  
                   improved tessellation performance with ARUBA technology
 improved tessellation performance with ARUBA technology 
                   reduced texture loading time
 reduced texture loading time 
                      
                   improved performance for several polygon modeling operations: combine, separate, extract and Boolean
 improved performance for several polygon modeling operations: combine, separate, extract and Boolean 
                   matrix animation cache support for joints and HIK elements
 matrix animation cache support for joints and HIK elements 
                   GPU Instancing enabled by default so that if you have multiple instances (or especially a large number of instances) of a
                     Maya shape, and all of which use the same material, then they render using hardware instancing for much faster rendering results.
                     See GPU Instancing for more information.
 GPU Instancing enabled by default so that if you have multiple instances (or especially a large number of instances) of a
                     Maya shape, and all of which use the same material, then they render using hardware instancing for much faster rendering results.
                     See GPU Instancing for more information. 
                   Faster file loading when loading nested references
 Faster file loading when loading nested references 
                   Improved scene initialization time for large scenes with complex hierarchies
 Improved scene initialization time for large scenes with complex hierarchies 
                   Performance improvement for some scenes when using Smooth Mesh Preview
 Performance improvement for some scenes when using Smooth Mesh Preview 
                   support for the base lattice UI
 support for the base lattice UI  
                   visibility of bones in Viewport 2.0 is controlled by the parent joint and not the child joint
 visibility of bones in Viewport 2.0 is controlled by the parent joint and not the child joint 
                            
                         muscle
 muscle 
                  Ghosts have the same shading as the object, with transparency. Opacity is an indication of how long an object remains in a position. Shading allows you to easily identify the object, as well as to view the overlap of ghosts.
 isolate select support
isolate select support  
                         support for onscreen and offscreen Viewport 2.0 rendering in OpenGL and DX11 modes
 support for onscreen and offscreen Viewport 2.0 rendering in OpenGL and DX11 modes 
                         setting a custom size that is larger than the display supported for onscreen and offscreen playblast
 setting a custom size that is larger than the display supported for onscreen and offscreen playblast 
                         create an image plane and/or attach it to a specified camera using the imagePlane command
 create an image plane and/or attach it to a specified camera using the imagePlane command 
                        However, searching for the imagePlane has changed, and you must add the –shapes flag so that the imagePlaneShape node appears in the list.
string $fps[] = `listConnections -shapes 1 ($shot + ".clip")`;
 Grease Pencil
 Grease Pencil  
                   3D Paint
 3D Paint 
                  The following dynamics features are supported:

You can run Viewport 2.0 using either the OpenGL or DirectX 11 rendering engine.
For more information on how to use DirectX 11, see Using DirectX 11 with Viewport 2.0.
For more information on the DirectX 11 shader and its auto-loaded AutodeskUberShader, see DirectX11 Shader.
The Maya Hardware 2.0 renderer supports command line and batch rendering from Viewport 2.0. You can select the Maya Hardware 2.0 renderer using the following methods:
See Maya Hardware 2.0 renderer for more information regarding the Hardware 2.0 renderer.

Enable subrendering to render UI elements in a separate render pass from the main scene. See Rendering variables for more information.
 Except where otherwise noted, this work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
 Except where otherwise noted, this work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License